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Messages - Darth Sephiroth

#1
[size="4"]Creatures[/size]
Most creatures are simply animals (Normal and Dire). Though there are occasionally magically enhansed creatures and even reborn monsters such as dinosaurs and the occasional dragons. For the most part, the Undead do not exist except as rumor.

Trinity Dragons
Trinity Dragons are less intelligent than True Dragons. For the most part Trinity Dragons are various Lesser Dragons with the Half-Dragon Template. No True Dragons are known to exist
Twilight Dragons ("Red" Dragons)
The Twilight Dragons are known for their deep black scales and wings. They prefer to strike from above with lethal firebreath and drag away the unwary to their mountain homes. Their groups seem most like lion prides with several females with a single male and occasional small groups of younger males.
Twilight Dragons are Half-Red Dragon Wyverns with a breath weapon that can be used every 1d4 rounds. Males are Half-Red Dragon Great Wyverns as found HERE

Scream Dragons
A massive flying creature that plagues the Eastern Frontier, these monsters seem to be loners in nature with very few situations with more than one sighted and those seem to either be a mated pair or a small family group with children. It is believed that they mate for short periods before the couples seperate when the female lays eggs.
Scream dragons use the Yrthak with a modified version of the Half-Dragon template. Their immunity is to Sonic damage and their breath weapon an increased version of their Sonic Lance and Explosion (Increase damage by 2 Die and 1 size).

Storm Dragons ("Blue" Dragons)
Fast and lethal, the Storm Dragons are nomadic marauders who live in flocks that prey on man and beast alike in large numbers.
Storm Dragons are Half-Blue Dragon Arrowhawks with a breath weapon usable every 1d6 rounds.
#2
[size="4"]Areas of Interest[/size]
The Sky Fortress
The sky fortress was constructed by the Gloriosi soon after the Timeus was sunk by the Vatican. It was stolen by a team of Clerics working for the Vatican and brought to the Empire for use by the Inquisition. The Archives comandeered it and assumed control of the massive airborn city as one of the last acts of Jason Cromwell before his death.

The city is a seemingly impregnable fortress that remains over Imperial territory except when the Pope needs to travel. Rumor has it that the leaders of the Empire have taken up residence there. It is also rumored to have a foundry for Guardian construction.

The Timeus
While the Timeus itself was sunk, seamen speak of its spirit still sailing the waves with a ghostly crew that preys on ships of all nations alike. Rumors also say that the wreck itself in now a colony of some sort of new race similar to the Eternals, Wyldes, and Clerics that lives underwater out of the wreck of the old ship.

The Twilight Mountains
In the north where it is believed that the fallen star of the Starfall hit there is a mountain chain that hides deadly secrets. The first of those adept in magics arose there and now the locals speak of dragons that come from this unexplored and inhospitable place. One of the breeds of Trinity Dragon (Known as the Twilight Dragon) live there if the corpses brought back to the College have any indicator.

Rumors also speak of a unique dragon on the loose there as well, a female named Scythia. (Scythia can be found HERE except that her breath weapon can be used every 1d3 rounds)
#3
[size="4"]Religion[/size]
Overview
There is no doubt that divine power existed, the God War proved that, not to mention the soul bound, plane touched, and the few outsiders who still walk the earth after heaven and hell were sealed off from us.

Now the belief in the dieties still remains in the survivors of the mess that came since then, it is in the nature of humanity to have divisions form. It's not all good and evil any more.

With the devistation of the two sequential wars, there seems to be only one major diety worshiped. Though even legends only speak of a few in existance even then.

The Church
Remaining largely intact, the church has expanded, but regressed as only a few surviving priests managed to form what is now the church. They believe that it was humanities own actions that caused the God War, and thus our own actions must be the key to regain the divine favor we had. They emphatically believe that the Eternals and Wylds are abominations that must be cleansed and that the Clerics are a necessary evil while they do not even recognize the sentience of the Guardians.

The Waking Cross[/u]
A century ago a small group within the church broke off and were declared enemies of the church for it. Their belief that all creatures have the right to exist and be cared for led to the schizm in the faithful. So far they have been led by the Cadeus family and have friendly relations with most groups, including the Nosaru. Relations between the Church and the Waking Cross are cold and stiff when they occur.

The Lost Souls
Founded on the belief that it was not humanities fault that the god war happened, and that it was infact the fault of the outsiders that the Earth was devistated. The most fanatical often seek to purge the "taint" of anything with outsider connections as a form of revenge. Their strongest support seems to come from the Nosaru as a form of revenge against the Church who often ends up in direct opposition to their aims.
#4
[size="5"]Groups[/size]
[size="4"]House Cadeus[/size]
House Cadeus is best known as the head family of the Waking Cross, most of the family live in the family manor in the hills just outside of the town of Mattius. While Albert Cadeus is the current spiritual leader for the Waking Cross church, the family itself is led my Anna Cadeus, the eldest member of the family/
Personalities
Father Albert Cadeus (Healer/Marshal)
Albert is rather young, and at the age of 21 he has ascended throught he ranks of the Waking Cross church. He is a zealous healer who is well liked by just about everyone, including most of the Vatican in fact.

Matriarch Anna Cadeus (Noble)
An old woman who has passed her centennial, she is a wize old lady who several people look up to. Unlike most of the family, she has no talent for healing and her bedside manner is atrocious, but she is smart and hard to fool. She has led her family for nearly half a century. She is nearing 125 years of age and a few have commented that with her zeal for life she'd outlive the Eternals.

Hannah Winters-Cadeus (Healer/Monk)
A young girl in the family who had the misfortune to be born blind. She is a quick learner though and a capable combatant, mixing her love of helping others with the martial disciplines of the local monestary. Her mother died in childbirth and her father is for the most part absent. She often works directly for her older cousin Alberts command. She is also rumored to be either a disciple of Soran or a descendant of him as well as a member of House Cadeus. (House Rules for Blindness that I'm using can be found HERE)

[SIZE="4"]House Soran[/SIZE]
House Soran is an itinerant group, leaving a handfull of scattered people with their bloodline all over the continent and some say beyond. They are a highly disciplined group, taking it well to the path of the monk.

The founder of the bloodline is rumored to still be alive, having surpassed the need for mortaily in an unexpected method.

Personalities
Soran (Monk [At least level 20])
An old man who supposedly actually learned his art from the Celestials and Fiends during the Godwar. Soran is a wanderer in nature and heart as well as a compulsive loner (A trait few of his descendants have inherited). Some say he is the last direct link to the god or gods that exist, some say he is one of them. Nothing is really known on that front except that he has an odd habit of being right were he needs to be when he needs to be there.
#5
[size="4"]Kingdoms[/size]
The Vatican
After the end of the war, the church expanded, taking control of a decent area and is rather self sufficient. They maintain decent diplomatic relations with just about any group remaining several wish for them to crush the Nodaru and they do not recognize the right of the Eternals to live.
The Inquisition
The so called assassins of god, the Inquisition is the primary "hunter" arm of the church. They hold the secrets of how the Clerics were created as well and the punishment of all operatives of the church.
Archives
A research departmnt, it also has unofficially become a place where the church puts its magic users.

Nosaru
Formed by the Eternals as a home for their kind, they rule a small territory. They seem to hate the church.

Kalidar
A border country between the Vatican and Nosaru, they try to keep the peace between the two groups. Kalidar is also known as a center of trade.
Grimwark
One of the costal, trade cities. It thrives on shipping and fishing. It is also a center for the arts.
Nibel College
A large university, one of the few still running. There are teachers imported from Triden as well as at least one Guardian who seems to have been the first made before the war, though which professor that is would be telling.

Triden
A large country known for its research and sciences, they claim to have the ability to produce more of the Guardians, but there has yet to be any confirmation of this. They are also the largest remaining producer of firearms.

Gloriosi
Built from the ashes of a fallen society that collapsed during the God War and the Last War. Gloriosi is a small, island nation who redeveloped the steam ships that patrol the waves in an alliance with Triden. They have developed most of the water and ice based magic available. It is ruled by a family that claims several thousand years of bloodlines and have charts to display this.

The Northern Frontier
A more tribal area with a more factional way of life. They are unaligned with each other and the government very between cities and villages. Mainly this area is populated by those who do not like dealing with the other countries or are on the run. Wyldes have a large presence in the Northern Frontier.

The Eastern Frontier
Kalidar and Nosaru in particual has spread to the east following memories of other civilizations in that direction that have lost contact with the central nations.
#6
[size="5"]Bloodlines[/size]
Since the God War and the Star Fall, certain family lines have manifested unique abilities. Some of these are still coming to light, but each one has abilities that are unque to that line, be they for good or ill.

A Human character may select a bloodline Trait during character creation. A character may only select one Bloodline Trait or Trait. Bloodline flaws are treated as flaws during character creation, but only one of the two flaw choices may be a Bloodline flaw. Bloodline feats can boost traits or modify flaws, most of them require higher levels.

Note: Not all "Bloodlines" are technically bloodlines at all, some represent specific training situations such as Inquisition Raised.

[size="4"]Bloodline Traits[/size]
Soran's Touch [Trait]
The Soran family has been either blessed or cursed sometime in the distant past with a unique trait. Electricity flows through them and they can unleash it, but at a cost.
Benefit: You may use Shocking Grasp as a spell like ability with a caster level equal to your HD. Further you cast spells with the Electricity descriptor at +1 caster level.
Drawback: You take one point of Constitution damage each time you use your Shocking Grasp ability. Further you cast spells with the Earth descriptor at -1 caster level.

Cadeus Line [Trait]
The Cadeus are well known healers, they have been granted nearly miraculous abilities in healing others at the expense of their own health.
Prerequisites: You must take your 1st level as Healer
Effect: You may voluntarily take a point of Constitution damage to heal 1d4+your HD to a touched entity. This effect includes living constructs. Further you cast spells of the Healing subschool at +1 caster level.

Gloriosi Nobility [Trait]
Trained in specific magics at an early age focusing on the specialty magics of the cold..
Prerequisites: You must take your 1st level as either Noble or Archivist
Benefit: You gain cold resistance 5 and if you cast spells you gain access to the arcane Cold Domain (Unearthed Arcana) as bonus spells and cast spells with the Cold descriptor at +1 caster level.
Drawback: You take 50% more damage from fire attacks. You cast all fire spells at -2 caster level.

Drake Line [Trait]
The Drake Line is known for its ability to have an absurd amount of luck, either good or bad and it varies which is in effect.
Effect: Roll 1d4 each day, if even you gain a +1 to all d20 rolls, if odd you suffer a -1 to all D20 rolls.

[size="4"]Bloodline Flaws[/size]
Line of Teth [Flaw]
Amon Teth was a man who used to work for the Inquisition and was involved in the creation of the Clerics, people assume that is the reason he ended up being effected less than others by the magical healing that is now rather common.
Penalty: You recieve 1/2 healing (rounded down, may reduce healing to 0) from magical sources (spells, potions, ect.).

Child of Dosun [Flaw]
Of the trageties of legend, Dosuns tale is a cautionary tale of a man who sank into the corruption and darkness of true evil soon after the last war.
Penalty: You take a -3 penalty on all saves against taint. Further you are always considered to have one more point of taint than you would otherwise have.

[size="4"]Bloodline Feats[/size]
Soran's Blessing [Bloodline]
The heritage of the Soran family is greater within you and has given you a remarkable resistance to lightning.
Prerequisites: Soran's Touch trait
Benefit: You gain electic resistance 5.
Special: This ability stacks with other abilities that grant resistance to electric damage. If it boosts said resistance to 25, the resistance changes to immunity.

Soran's Guard [Bloodline]
You have gained some resistance to the backlash of your families gifts.
Prerequisites: Soran's Touch trait, Soran's Blessing, Great Fortitude
Benefit: Whenever you take Con damage from using your Soran's Touch ability, you may make a DC 15 fortitude save to negate the damage. Further, the maximum damage of the spell is increased by 2d6

Tears of Toth [Bloodline]
In his later years, Teth's resistance to magic grew considerably.
Prerequisites: Line of Teth flaw, 10 hd
Benefit: You recieve 1/2 (rounded up) damage from all magical effects.

Cadeus Scion [Bloodline]
The healing talents of the Cadeus family are exceptionally strong within you.
Prerequisites: Cadeus Line trait
Benefit: For all spells of the Healing subschool, you may apply one spell levels worth of metamagic without raising the spell level of the spell.

Inquisition Raised [Bloodline]
The Inquisition raises several orphans as warriors to aid them in hunting down heretics.
Prerequisites: Two Weapon Fighting, Dex 15+
Benefit: You gain a bonus to attack equal to 1/2 your dexterity modifier, this bonus only applies to negating the effects of two weapon fighting.
Special: This feat may only be taken at character level 1.
#7
[size="4"]Rule Variants[/size]
Magic
There is no longer any distinction between Divine and Arcane Magic. Further casting magic always has a cost to it of some sort.

Magic uses the Recharge magic variant. Also whenever you cast a spell you must make a Fortitude save (DC 10+2xspell level) or take 1 point of Constitution Damage. This damage does not effect your Fortitude save modifier. Furthr, all magic suffers from Arcane Spell failure and the Guardians may not gain the ability to cast spells.

There are no known spells to resurect people or to create or summon undead. Teleportation spells are increased by 2 spell levels.

Changes
Dark Trinity uses the Vitality & Wounds, Class Defense, Armor As DR, and Reputation bonus rules from Unearthed Arcana.

Mastercrafting
Magical Weapons are exceedingly rare. There are Mastercraft weapons that gain a +1 bonus as if they are magic in standard DnD. Each increase ups the DC of the craft check by 5. Magical Weapons do not gain the standard bonus' but may only be special abilities. Each mastercraft bonus ups the value of the weapon by 25% (This stacks to make a +1=25%, +2=50%, +3=75%...)

Multiclassing
There aren't any favored classes or multiclass experience penalties.

Alignment
Alignment does not exist, the Corruption and Honor rules are in effect. A corruption score higher than your Wisdom Modifier imposes a penalty equal to the amount over to all Charisma skill checks except Intimidate which gains a bonus equal to the penalty. Further your casting stat is treated as 2 higher for the purposes of extra spells for every 4 points of corruption beyond your wisdom modifier.
#8
[size="4"]Technology[/size]
Electricity
With the collapse of civilization as we know it, electricity as a whole has become something only seen in a few places and isn't always that safe. Coal is hard to get and transport and nuclear power is out of the question, the few power plants in some of the Triden and Gloriosi (as well as in Nibel College) have versions of wind or hydroelectric generators, but they are unwieldy and inefficient, not to mention dangerous.

Transportation
Airships as in the Ebberon Campaign Setting, except that they can land without aid. Airships are primarily controlled by the nobility and military and even then only rarely do to the costs, though Triden uses some as couriers and is the only remaining producer of them that is known. There is also the railroads and steam ships. The Airships and railroads are a mix of the new magical abilities and the remains of previous technology. Zepplins are more common than Airships but still on the expensive side. Rumors of Triden and Gloriosi having redeveloped ships that can travel underwater occasionally surcface, but nothing has ever been confirmed about such things.

Most still rely on sail and horses for transportation due to the extreme costs of the use of the more advanced uses.

Firearms
Uses the Iron Kingdoms rules, save the ammo costs a 10th the price and is non-magical in nature. You are proficient with Firearms if you possess the Weapon Group Proficiency (Firearms) feat and with cannons and the like with Weapon Group Proficiency (Siege Weapons)

Free rules can be found HERE

Guardians
Robotic beings used as assassins, bodyguards, and infiltrators during the last war. For most the process of making them is unknown. They require a lot of work to design and build, each one requires customizes pieces.

Alchemy
Alchemy is not as most view it, made of the merging of several sciences with medieval studies in transmutation by alchemic processes. Its advancement came with the Star Fall. The study of alchemy is something that Triden is well known for.

[size="4"]Equipment[/size]
Adventuring Gear
Blood Pills (Standard) [Alchemic] [2 GP for 12]
Soon after the Eternals came into existance, someone managed to distil blood down into an easily transportable form that most Eternals don't mind. It handles the Blood Dependancy special quality of the Eternals. A pouch of 12 blood pills costs 2 GP and each one is good for 1 day.
To make Blood Pills requires a Human who must suceed in a DC 15 Craft (Alchemy) check and deals himself 1d6 points of damage.

Blood Pills (Dragons) [Alchemic] [50 GP for 3]
More potent than the standard varieties of Blood Pills, this version is made with the blood of dragons. These pills are sought after by several high ranking Eternals due to their additional properties. A pouch of 3 dragons blood pills costs 50 GP and each is good for one day. For each pill taken, it also grants increased fast healing by 2 for an Eternal for the day.
To make Blood Pills (Dragons) you must have access to a Trinity Dragon of some sort that has not been dead for more than 1 day (living Trinity Dragons still qualify for this use though the process deals 2d12 points of damage to the dragon) and takes a DC 25 Craft (Alchemy) check.

Priests Kit [10 GP]
A priests kit includes a Holy symbol, a Holy Text, a pair of candles, and a flask of Holy Water. This is stored in a leather bag
#9
[SIZE="4"]Clerics[/SIZE]
It is unknown when the Vatican first made a Cleric, or even why they chose the name. Clerics have many abilities that make them seem supernatural in nature. They are often abrasive though in action due to the fact that even their own government views them as less than human and a necessary evil.

The rogue Clerics are more sociable, but still secretive and unwilling to return.

[size="5"]Eternals[/size]
Eternals are careful in who they recruit, at least compared to most other groups. They have long lives and this tends to color their judgement of how they work. Contrary to the belief of those whose knowledge comes from the mythical vampire, the Eternals remain living and breathing creatures.

The Vatican has declared them to be monsters and kills them whenever they can, even having special hunter teams that strike within the borders of Nosaru (Which the church officially does not recognize as a country), and this leads to violence both ways.

Since the development of the Blood Pills, most of the Eternals will not touch the blood of humans, but there are some who do. These are viewed as criminals by the Eternal Nobility and waved as examples by the church each time something of the sort happens.

The fact that Eternals can reproduce with humans and with each other as well as turning others is something that the church watches with interest.

[size="4"]Racial Feats[/size]
Charming [Eternal, Racial]
You are adept at charming others with a glance.
Prerequisites: Eternal, Cha 15+
Benefit: You gain the Charm Gaze supernatural ability as per the half-vampire template in addition to the standard Eternal abilities.

Dark Child [Eternal, Racial]
You are adept at charming others with a glance.
Prerequisites: Eternal, Handle Animal 4+ ranks
Benefit: You gain the Children of the Night supernatural ability as per the half-vampire template in addition to the standard Eternal abilities.

Resist Blood Call [Eternal, Racial]
You are less effected by the need to consume blood than other Eternals.
Prerequisites: Eternal, Great Fortitude, Toughness
Benefit: You gain a +5 bonus to all saves to resist Fatigue and Exhaustion caused by your Blood Dependancy quality.

Other Feats
Daylight Adaptation is selectable for an Eternal as a feat.

Guardians
On the surface, Guardians look and feel human, designed to mimic the actions and thoughts of humans as best they can. Their outer skin is based off of a nearly forgotten product of technology that is currently only produced in Triden.

The church does not recognize them as anything but machines and rarely lets those found in their territory leave, restricting their actions. Certain high-ranking members of the church do allow them their freedoms, namely the branches involved in dealing with the Eternals and Wylds, but even that is rare and they must prove themselves before gaining permission to join such groups.

One curious thing is that the Guardians are resistant to magic, at least most magic, which makes certain people cautious about them, namely those involved in using it.

The Guardians mechanical form makes them immune to the so called curses of the Eternals and Wylds which makes them more of a neutral party as a general whole in connection to them.

Other than the Vatican, Guardians are treated as normal citizens for those who know what they are, in fact Triden supposedly only started producing more Guardians to support the more human feeling Guardians who had a desire for a family.

Over time, Guardians become more and more human in their actions.

Humans
Kalidar
[/u]
Kalidar is a wealthy kingdom. Currently the kingdom is controlled by the young Prince Calin with the aid of a triumverate of nobles from the most powerful houses. Currently the nobles are Lord James Alexander the former ambassador to Triden, Nathan Hollan of house Tiberius, and Sir Baily Tebys. Queen Tessa, the mother of Calin is also well connected to the diplomats and has an active interest in maintaining peace, though she pretty much leaves internal politics to others.

Nosaru
Humans in Nosaru rarely have any real political power. The Eternal nobility rule the country and in fact most of the population is comprised of Eternals.

That being said, the humans from Nosaru are often the most peaceful of those from any of the nations. Healers are often the ones who most travel from Nosaru.

Triden
Triden prides itself on its intelligence and technology. They have an ingraned distruct magic, preferring technology to sorcery. Their technological superiority is mainly due to their believed connection with the Guardians.

The Vatican/Holy Empire
Most view the Vatican as close minded and bigoted in their actions against the Eternals and the Wylds, killing them when they find them. They view the Guardians as slaves. But this attitude is changing as new leaders come into power.

Gloriosi
The Gloriosi are from a northern island and are a seafaring people. Trade is in their blood and they often sail for months on end. There is even talk about some of them living their entire life on ships (wether this is a rumor or not is still speculated)

[SIZE="4"]Planetouched[/SIZE]
Aasimar
The descendants of the good outsiders and humans, the Aasimar often hide their connection to their non-human heritage. They often refuse to even acknowledge their past and heritage save for a few. The stigma caused by the carnage of the God War hurts anyone with outsider heritage, those connected to the Vatican often achieve high ranks when they reveal their heritage, or are even suspected of it.

Teiflings
Even more than the Aasimar, Teiflings hide their heritage in the hopes of belonging. They are feared and hated when revealed unless they have taken severe steps to show how different they are from the outsiders they descend from. The church takes great pains to exterminate them when

[size="4"]Wylds[/size]
Wylds seem to be human except when they transform. They are rarely found in very large groups save for on the night of the full moon where they seem to gather in out of the way places and they can't seem to explain why.

Wylds can be born as Wylds, but most are changed into them.

The church dislikes their existance and several Wylds have found a home for themselves in Triden.

A curious fact is that the  Eternals and the Wylds both seem to be mutations from the same source and are exclusive changes. A Wyld may not become an Eternal and at the same time an Eternal may not become a Wyld.

Like the annoyance the Eternals have from sunlight, the Wylds have one with Silver, weapons made of the metal seem to bypass their resiliance somewhat.
#10
[size="4"]Classes[/size]
  • PHB
    • Fighter
      • Use The Thug Variant from Unearthed Arcana.
      • Gains DR 1/- at 4th level, DR increases by 1 at levels 8, 12, 16, and 20. This is in addition to the normal bonus feats a fighter gains
    • Monk
      • Fighting style (Unearthed Arcana) may be selected
    • Ranger
      • Spellless Ranger (Complete Warrior)
      • You may replace Favored Enemy with a group or environment, this option does not need to be the same and different ones may be selected each time you gain the ability.
      • May select standard or Urban Ranger (Unearthed Arcana)
    • Rogue
      • You may select either standard or Wilderness Rogue (Unearthed Arcana)
  • Other
    • Archivist (Heroes of Horror)
      • Spells may be taken from the Druid, Cleric, or Sorcerer/Wizard lists. Spells per Day and Known are as a Bard except that they must study their prayerbook daily. New spells known are granted as open slots that can be filled from scrolls or other books or study. Casting is entirely Intelligence based.
    • Knight (PHB II)
    • Swashbuckler (Complete Warrior)
    • Scout (Complete Adventurer)
    • Warlock (Complete Arcane)
    • Marshal (Minitures Handbook)
      • BAB increases to +1/level
    • Healer (Minitures Handbook)
      • May deal non-leathal damage without penalty
      • Spells of the healing subschool enhansed with metamagic have their increased spell level reduced by 1.
      • A healer touching another caster may take the casting Con damage for a failed save instead of the normal caster if they desire it.
      • Gains Augment Healing as a Bonus feat at 1st level and a bonus Metamagic or Item creation feat at 4th level and every 4th class level.
      • A Healer does not gain the Unicorn Companion ability.
    • Artificer (Ebberon Campaign Setting)
    • Noble (Dragonlance Campaign Setting)
    • Soul Bound (Homebrew)
      • Soul Bound should be exceedingly rare, they are the remnant of the War of the Outsiders and are pretty much the only things of their kind still in existance.
      • Use Spellless Variant
#11
[size="4"]Races of Dark Trinity[/size]

Note: Races are the same as their base except as noted. Races are treated as the base race for the purposes of racial feats.

Humans
The most common race there is, humans are still the most versitile of the races.
Base: Human from the Players Handbook
Stats
  • +1 to any one ability, -1 to any ability (May be the same ability.)
  • Languages: Add one language of choice as well as common.
Eternals
Like the mythical vampire, the Eternals drink the blood of humans. They are based off of a mystically enhansed disease, they can either be born as Eternals or be turned into one.
Base: Eternals are based off the Half-Vampire Template with the Blood Drain ability from Liber Mortis.
Stats:
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds eternals for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • Languages: Common
  • Bonus Languages: Any (Except secret languages)
  • Attack: An Eternal loses the slam attack and gains a bite attack as a medium half-dragon.
  • Create Spawn: A human reduced to 0 Con by the blood drain ability has a 10% chance of gaining the Eternal Template.
  • LA +1 (If used as a template LA +2)
Wylds
A disease based race similar to mythical werewolves. Wylds travel alone or in small packs and when not shifted they appear identical to normal humans.
Base: Shifters from the Ebberon Campaign Setting or Monster Manual III.
Stats:
  • DR 5/silver
  • Starts with 2 Shifter Traits and when shifting all selected Shifter Traits activate
  • Fast Healing 1 when shifted
  • Create Spawn: Wylds may attempt to transform another being into a Wyld through a mixing of blood. The target must be pinned and the Wyld must deal at least 10 points of damage to the target that round. He may take a full round to take 1 point of constitution damage to force the target to make a DC 15 fortitude save or become a Wyld.
  • LA +1 (LA +2 if used as a template)
Guardian
A robotic remnant of the last war, designed to appear human for the most part. All known remaining Guardians are in the services of the church, but most Guardians prefer to keep their true nature secret.
Base: Warforged from the Ebberon Campaign Setting or Monster Manual.
Stats
  • +10 to all bluff disguise checks to seem to be human. Disguise is always a class skill
  • Magicless: Guardians may not gain the ability to cast spells of any sort.
  • Spell Resistance equal to HD+2
Cleric
Referred to as Clerics by the Vatican, the Clerics are an offshoot of humanity via similar processes as the Eternals and Wylds. These beings are sent to fight the "demonic" influences of the Eternals and Wylds as well as to control the machines (Guardians) in other lands. A handfull have broken away from the vatican and live elsewhere.
Base: Elans from the Expanded Psionics Handbook
Stats
  • No changes
Planetouched
Remnants of the God War, Aasiar and Teiflings exist, most hiding their origins from their neighbors.
Base: Lesser Planetouched (Aasimar & Teifling)
Stats
  • No penalty to Charisma for Teifling
#12
No one knows why the world is as it is today. Some say it's our own fault, while others say the gods decided to leave and let the world fall apart, some even believe that this is a test of faith.

What we do know is that there was a war between heaven and hell, perhaps they wiped each other out and there truely isn't any higher or lower power left.

The entire world errupted into war, thousands died everywhere as bombs went off, only a third of the population remained among the living, technology collapsed for the most part, leaving only a few who knew how to repair what was left.

We began to rebuild when it happened, the incident now known as the Star Fall, the sky burned red as power washed through the winds and seas, new abilities awakened in the survivors. We called it magic, but it came with a price, the power it contains can damage the body and mind.

People experimented with the remains of the thing that fell from the heavens and unleashed two kinds of abominations upon us. The Eternals or Vampires who can live for centuries by drinking the blood of mortals, and the Wylds or Weres who seem similar to the mythical Werewolves. It was a nightmare for all of us.

Our new world began to change as a second war broke out, leaving only a handfull of known kingdoms. The institution most have turned to is the remains of the church, though the Eternals rule a kingdom of their own and the Wylds live almost anywhere there are people.


Dark Trinity is a post apocalyptic setting with a gothic fantasy world of the future earth. The remnant of the world is broken and the world has been reborn through the God War, the Star Fall (and its after effects), the collapse of most technology, and several other things. Vampires and Werewolves exist as pretty much the only other biological creatures other than human.